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Paranoia update
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@@ -8,6 +8,7 @@
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density = 1
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var/lastblood = 0
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var/nodecount = 0
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var/datum/artifact_effect/paranoia = new /datum/artifact_effect/badfeeling
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@@ -50,14 +51,14 @@
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ex_act(severity)
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var/damage = 150
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health -= ((damage - (severity * 5)))
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update_icon()
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//update_icon()
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return
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bullet_act(var/obj/item/projectile/Proj)
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..()
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health -= (Proj.damage)
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update_icon()
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//update_icon()
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return 0
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@@ -65,7 +66,6 @@
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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playsound(get_turf(src), 'sound/effects/attackblob.ogg', 50, 1)
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//new /datum/artifact_effect/badfeeling/DoEffectTouch(user)
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src.visible_message("\red <B>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]")
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var/damage = 0
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switch(W.damtype)
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@@ -74,14 +74,23 @@
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if(istype(W, /obj/item/weapon/weldingtool))
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playsound(get_turf(src), 'sound/items/Welder.ogg', 100, 1)
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if("brute")
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paranoia.DoEffectTouch(user)
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damage = (W.force)
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health -= damage
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update_icon()
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//update_icon()
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return
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attack_hand(var/mob/user)
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user << "You REALLY do not want to touch that bare handed."
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UnarmedAttack(var/mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src)
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paranoia.DoEffectTouch(user)
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playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
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var/damage = rand(1,10)
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if(!damage) // Avoid divide by zero errors
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return
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damage = max(damage)
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health -= damage
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return
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@@ -95,5 +104,5 @@
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return
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damage = max(damage)
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health -= damage
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update_icon()
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//update_icon()
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return
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@@ -294,9 +294,10 @@
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//var/mob/living/carbon/human/M = pop(nearby_mortals)
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if(nearby_mortals.len)
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playsound(src.loc, pick('sound/hallucinations/wail.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/far_noise.ogg'), 50, 1, -3)
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//new /datum/artifact_effect/badfeeling/DoEffectPulse()
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var/datum/artifact_effect/paranoia = new /datum/artifact_effect/badfeeling
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for (var/mob/living/carbon/human/portal in nearby_mortals)
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pranoia.DoEffectPulse()
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var/targetPart = pick("chest","groin","head","l_arm","r_arm","r_leg","l_leg","l_hand","r_hand","l_foot","r_foot")
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portal.apply_damage(rand(5, 10), BRUTE, targetPart)
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portal << "\red The skin on your [parse_zone(targetPart)] feels like it's ripping apart, and a stream of blood flies out."
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